VOLCAN, VRBSIZ = 35, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
WZDARK = false, ZZWORD;
FILE *logfp;
+bool oldstyle = false;
extern void initialise();
extern void score(long);
-extern int action(long);
+extern int action(FILE *, long);
/*
* MAIN PROGRAM
*/
+static void do_command(FILE *);
+
int main(int argc, char *argv[]) {
int ch;
/* Options. */
- while ((ch = getopt(argc, argv, "l:")) != EOF) {
+ while ((ch = getopt(argc, argv, "l:o")) != EOF) {
switch (ch) {
case 'l':
logfp = fopen(optarg, "w+");
"advent: can't open logfile %s for write\n",
optarg);
break;
+ case 'o':
+ oldstyle = true;
+ break;
}
}
L1: SETUP= -1;
I=RAN(-1);
ZZWORD=RNDVOC(3,0)+MESH*2;
- NOVICE=YES(65,1,0);
+ NOVICE=YES(stdin, 65,1,0);
NEWLOC=1;
LOC=1;
LIMIT=330;
if(NOVICE)LIMIT=1000;
+ for (;;) {
+ do_command(stdin);
+ }
+}
+
+static void do_command(FILE *cmdin) {
+
/* Can't leave cave once it's closing (except by main office). */
L2: if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
L2605: WZDARK=DARK(0);
if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
I=RAN(1);
- GETIN(WD1,WD1X,WD2,WD2X);
+ GETIN(cmdin, WD1,WD1X,WD2,WD2X);
/* Every input, check "FOOBAR" flag. If zero, nothing's going on. If pos,
* make neg. If neg, he skipped a word, so make it zero. */
L4090: I=4090; goto Laction;
L5000: I=5000;
Laction:
- switch (action(I)) {
- case 2: goto L2;
+ switch (action(cmdin, I)) {
+ case 2: return;
case 8: goto L8;
case 2000: goto L2000;
case 2009: goto L2009;
L8: KK=KEY[LOC];
NEWLOC=LOC;
if(KK == 0)BUG(26);
- if(K == NUL) goto L2;
+ if(K == NUL) return;
if(K == BACK) goto L20;
if(K == LOOK) goto L30;
if(K == CAVE) goto L40;
L14: if(NEWLOC != 0 && !PCT(NEWLOC)) goto L12;
L16: NEWLOC=MOD(LL,1000);
- if(NEWLOC <= 300) goto L2;
+ if(NEWLOC <= 300) return;
if(NEWLOC <= 500) goto L30000;
RSPEAK(NEWLOC-500);
NEWLOC=LOC;
- goto L2;
+ return;
/* Special motions come here. Labelling convention: statement numbers NNNXX
* (XX=00-99) are used for special case number NNN (NNN=301-500). */
* be used for actual motion, but can be spotted by "go back". */
L30100: NEWLOC=99+100-LOC;
- if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) goto L2;
+ if(HOLDNG == 0 || (HOLDNG == 1 && TOTING(EMRALD))) return;
NEWLOC=LOC;
RSPEAK(117);
- goto L2;
+ return;
/* Travel 302. Plover transport. Drop the emerald (only use special travel if
* toting it), so he's forced to use the plover-passage to get it out. Having
MOVE(TROLL+100,FIXD[TROLL]);
JUGGLE(CHASM);
NEWLOC=LOC;
- goto L2;
+ return;
L30310: NEWLOC=PLAC[TROLL]+FIXD[TROLL]-LOC;
if(PROP[TROLL] == 0)PROP[TROLL]=1;
- if(!TOTING(BEAR)) goto L2;
+ if(!TOTING(BEAR)) return;
RSPEAK(162);
PROP[CHASM]=1;
PROP[TROLL]=2;
if(CNDBIT(LOC,4))K2=274;
if(K2 == 0) goto L21;
RSPEAK(K2);
- goto L2;
+ return;
L21: LL=MOD((IABS(TRAVEL[KK])/1000),1000);
if(LL == K) goto L25;
L23: KK=K2;
if(KK != 0) goto L25;
RSPEAK(140);
- goto L2;
+ return;
L25: K=MOD(IABS(TRAVEL[KK]),1000);
KK=KEY[LOC];
DETAIL=DETAIL+1;
WZDARK=false;
ABB[LOC]=0;
- goto L2;
+ return;
/* Cave. Different messages depending on whether above ground. */
L40: K=58;
if(OUTSID(LOC) && LOC != 8)K=57;
RSPEAK(K);
- goto L2;
+ return;
/* Non-applicable motion. Various messages depending on word given. */
if(K == 62 || K == 65)SPK=42;
if(K == 17)SPK=80;
RSPEAK(SPK);
- goto L2;
+ return;
L99: if(CLOSNG) goto L95;
NUMDIE=NUMDIE+1;
- if(!YES(79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
+ if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
if(NUMDIE == MAXDIE) score(0);
PLACE[WATER]=0;
PLACE[OIL]=0;
BUG(27);
L40010: HINTLC[HINT]=0;
- if(!YES(HINTS[HINT][3],0,54)) goto L2602;
+ if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
RSPEAK(261);
- HINTED[HINT]=YES(175,HINTS[HINT][4],54);
+ HINTED[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
if(HINTED[HINT] && LIMIT > 30)LIMIT=LIMIT+30*HINTS[HINT][2];
L40020: HINTLC[HINT]=0;
L40030: goto L2602;
/* Cave closing and scoring */
-/* These sections handle the closing of the cave. The cave closes "CLOCK1"
+/* These sections handle the closing of the cave. The cave closes "clock1"
* turns after the last treasure has been located (including the pirate's
* chest, which may of course never show up). Note that the treasures need not
- * have been taken yet, just located. Hence CLOCK1 must be large enough to get
+ * have been taken yet, just located. Hence clock1 must be large enough to get
* out of the cave (it only ticks while inside the cave). When it hits zero,
* we branch to 10000 to start closing the cave, and then sit back and wait for
- * him to try to get out. If he doesn't within CLOCK2 turns, we close the
+ * him to try to get out. If he doesn't within clock2 turns, we close the
* cave; if he does try, we assume he panics, and give him a few additional
- * turns to get frantic before we close. When CLOCK2 hits zero, we branch to
+ * turns to get frantic before we close. When clock2 hits zero, we branch to
* 11000 to transport him into the final puzzle. Note that the puzzle depends
* upon all sorts of random things. For instance, there must be no water or
* oil, since there are beanstalks which we don't want to be able to water,
/* When the first warning comes, we lock the grate, destroy the bridge, kill
* all the dwarves (and the pirate), remove the troll and bear (unless dead),
- * and set "CLOSNG" to true. Leave the dragon; too much trouble to move it.
- * from now until CLOCK2 runs out, he cannot unlock the grate, move to any
+ * and set "closng" to true. Leave the dragon; too much trouble to move it.
+ * from now until clock2 runs out, he cannot unlock the grate, move to any
* location outside the cave, or create the bridge. Nor can he be
* resurrected if he dies. Note that the snake is already gone, since he got
* to the treasure accessible only via the hall of the mountain king. Also, he's
CLOSNG=true;
goto L19999;
-/* ONCE HE'S PANICKED, AND CLOCK2 HAS RUN OUT, WE COME HERE TO SET UP THE
- * STORAGE ROOM. THE ROOM HAS TWO LOCS, HARDWIRED AS 115 (NE) AND 116 (SW).
- * AT THE NE END, WE PLACE EMPTY BOTTLES, A NURSERY OF PLANTS, A BED OF
- * OYSTERS, A PILE OF LAMPS, RODS WITH STARS, SLEEPING DWARVES, AND HIM. AT
- * THE SW END WE PLACE GRATE OVER TREASURES, SNAKE PIT, COVEY OF CAGED BIRDS,
- * MORE RODS, AND PILLOWS. A MIRROR STRETCHES ACROSS ONE WALL. MANY OF THE
- * OBJECTS COME FROM KNOWN LOCATIONS AND/OR STATES (E.G. THE SNAKE IS KNOWN TO
- * HAVE BEEN DESTROYED AND NEEDN'T BE CARRIED AWAY FROM ITS OLD "PLACE"),
- * MAKING THE VARIOUS OBJECTS BE HANDLED DIFFERENTLY. WE ALSO DROP ALL OTHER
- * OBJECTS HE MIGHT BE CARRYING (LEST HE HAVE SOME WHICH COULD CAUSE TROUBLE,
- * SUCH AS THE KEYS). WE DESCRIBE THE FLASH OF LIGHT AND TRUNDLE BACK. */
+/* Once he's panicked, and clock2 has run out, we come here to set up the
+ * storage room. The room has two locs, hardwired as 115 (ne) and 116 (sw).
+ * At the ne end, we place empty bottles, a nursery of plants, a bed of
+ * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
+ * the sw end we place grate over treasures, snake pit, covey of caged birds,
+ * more rods, and pillows. A mirror stretches across one wall. Many of the
+ * objects come from known locations and/or states (e.g. the snake is known to
+ * have been destroyed and needn't be carried away from its old "place"),
+ * making the various objects be handled differently. We also drop all other
+ * objects he might be carrying (lest he have some which could cause trouble,
+ * such as the keys). We describe the flash of light and trundle back. */
L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
PROP[PLANT]=PUT(PLANT,115,0);
RSPEAK(132);
CLOSED=true;
- goto L2;
+ return;
/* Another way we can force an end to things is by having the lamp give out.
* When it gets close, we come here to warn him. We go to 12000 if the lamp